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Make negative asset caching actually work
Also fixes some merge artefacts in HGAssetBroker where cached assets were requested but not actually used and completely squelch a materials debug message because there is nothing the user can do to fix it anyway.
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@@ -48,7 +48,7 @@ namespace OpenSim.Framework
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/// </summary>
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/// <param name='id'></param>
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/// <returns>null if the asset does not exist.</returns>
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AssetBase Get(string id);
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AssetBase Get(string id, out bool negative);
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/// <summary>
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/// Check whether an asset with the specified id exists in the cache.
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@@ -113,7 +113,8 @@ namespace OpenSim.Framework
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{
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if (dataCache.Check(item.TextureID.ToString()))
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{
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AssetBase assetItem = dataCache.Get(item.TextureID.ToString());
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bool negative;
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AssetBase assetItem = dataCache.Get(item.TextureID.ToString(), out negative);
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if (assetItem != null)
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{
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itemmap.Add("assetdata", OSD.FromBinary(assetItem.Data));
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